Scout: Difference between revisions
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Some are hunters or keen-eyed trackers, some spies gathering vital intelligence behind enemy lines; some are skilled sappers and siege engineers, or experts at reading people and uncovering secrets. But scouts all have one thing in common: lacking either powerful magic or great might, they must rely on their talents and their wits to prevail. |
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==Scout== |
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Most scouting skills align with four broad paths: |
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Some are assassins or pickpockets, some trackers or hunters; some are artful saboteurs, or skilled in siege engines and battlefield traps. But scouts all have one thing in common: lacking either powerful magic or great might, they must rely on their talents and their wits to survive. |
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* Theft and treachery |
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Most scouting skills align with two main paths: scoundrels skilled in stealth and deceit, masters of the hidden blade and the broken lock; or rangers more at home in the wilderness than the cities, friend to beasts and caretakers of the forests. Many scouts, of course, dabble with both paths. |
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* Tracking and woodcraft |
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* Influencing others |
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* Battlefield engineering |
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Many Scouts, of course, dabble with multiple paths. |
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==Advice for Scout Characters== |
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== Advice for Scout Characters == |
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[[Ranger]] or [[Scoundrel]] skill is essential, of course – if not both – and most learn at least a couple of the skills branching off these two, below. Any scout will tend to eschew noisy heavy armour, so [[Body Development]] is invaluable. [[Resist Poison]] is useful for beastmasters risking venomed bites or for thieves fearing treachery alike, while [[Iron Body]] can aid in escape. |
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[[Ranger]] or [[Scoundrel]] skill is essential - if not both - and most learn at least a couple of the skills branching off these two. Any scout will tend to eschew noisy heavy armour, so [[Body Development]] is invaluable for staying on your feet. [[Resist Poison]] is useful for beastmasters risking venomed bites or for thieves fearing treachery alike, while [[Iron Body]] can aid in escape or endurance.. |
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Those seeking an extra edge may dabble in [[Alchemist]] for brewing poisons or useful potions, while investigators benefit from [[Evaluate]] to assess evidence and objects of interest. Diplomats and spies will find [[Intuition]] opens up a wealth of information-gathering skills. One of the greatest assets of any scout is surprise – most scouts will take at least some skills their enemies don't expect, especially magic. |
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== Stamina == |
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Most scout skills draw on a pool of [[Stamina|stamina]] representing reserves of willpower, determination and focus. |
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Certain general and archetype skills grant stamina points — 5 per day per skill: |
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==Scout Skills== |
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* '''No primary archetype:''' 15 stamina cap (can benefit from up to 3 skills) |
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* '''Scout archetype:''' 30 stamina cap (can benefit from up to 5 skills) |
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Once a character has purchased a skill that grants stamina, they can purchase [[Extra Stamina]] to increase their stamina up to their archetype cap. |
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'''Scoundrel''' |
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Characters should have a visible means of tracking their stamina points and keep it on their person at all times. |
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See [[Stamina]] for full details, including which skills grant stamina points. |
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==Scout Skills== |
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No character can learn more than one Pinnacle skill (marked with * below). |
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=== Combat Engineer === |
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{| class="wikitable" |
{| class="wikitable" |
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! Skill Name !! Points Cost !! Prerequisites |
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|- |
|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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| [[Treacherous Blow]] || 5 || [[Scoundrel]] |
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|- |
|- |
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| [[ |
| [[Device Proficiency]] || 5 || [[Scoundrel]] || 3 stamina per use |
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|- |
|- |
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| [[ |
| [[Arcane Saboteur]] || 8 || [[Device Proficiency]] and [[Sense Magic]] || Stamina |
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|- |
|- |
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| [[ |
| [[Sapper]] || 5 || [[Device Proficiency]] || 3 stamina per use |
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|- |
|- |
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| [[ |
| [[Trapper]] || 6 || [[Ranger]] || 5 stamina per use |
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|- |
|- |
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| [[ |
| [[Siege Weapons]] || 4 || [[Projectile Weapons]] || Permanent |
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|- |
|- |
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| [[ |
| [[Siege Engineer]] || 6 || [[Siege Weapons]] || Permanent |
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|} |
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=== Politician === |
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{| class="wikitable" |
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|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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|- |
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| [[Battlefield Insight]] || 5 || [[Intuition]] || 3 stamina per use |
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|- |
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| [[Detect Lies]] || 6 || [[Intuition]] || 2 stamina per use |
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|- |
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| [[Diplomat's Insight]] || 6 || [[Intuition]] || 2 stamina per use |
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|- |
|- |
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| [[Subterfuge]] || |
| [[Subterfuge]] || 5 || [[Scoundrel]] || 2 stamina per use |
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|- |
|- |
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| [[ |
| [[Friendly Face]] || 8 || [[Diplomat's Insight]] || 5 stamina per use |
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|- |
|- |
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| [[ |
| [[Silver Tongue]]* || 8 || [[Detect Lies]] || Pinnacle / 10 stamina per use |
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|} |
|} |
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=== Rogue === |
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'''Ranger''' |
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{| class="wikitable" |
{| class="wikitable" |
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! Skill Name !! Points Cost !! Prerequisites |
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|- |
|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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| [[Beast Empathy]] || 6 || [[Ranger]] |
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|- |
|- |
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| [[ |
| [[Chameleon]] || 6 || [[Ranger]] or [[Scoundrel]] || 3 stamina per use |
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|- |
|- |
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| [[ |
| [[Move in Cover]] || 10 || [[Chameleon]] || 2 stamina per use |
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|- |
|- |
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| [[ |
| [[Device Proficiency]] || 5 || [[Scoundrel]] || 3 stamina per use |
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|- |
|- |
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| [[ |
| [[Arcane Saboteur]] || 8 || [[Device Proficiency]] and [[Sense Magic]] || Stamina |
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|- |
|- |
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| [[ |
| [[Subterfuge]] || 5 || [[Scoundrel]] || 2 stamina per use |
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|- |
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| [[Scrapper]] || 6 || [[Scoundrel]] || Stamina Access |
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|- |
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| [[Poison Aptitude]] || 6 || [[Scrapper]] || Permanent |
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|- |
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| [[Maverick]]* || 12 || [[Scrapper]] || Pinnacle / Stamina |
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|} |
|} |
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=== Woodcraft === |
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'''Projectile Weapons''' |
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{| class="wikitable" |
{| class="wikitable" |
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! Skill Name !! Points Cost !! Prerequisites |
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|- |
|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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| [[Siege Weapons]] || 4 || [[Projectile Weapons]] |
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|- |
|- |
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| [[ |
| [[Beast Empathy]] || 6 || [[Ranger]] || 2 stamina per use |
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|- |
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| [[Beast Command]] || 8 || [[Beast Empathy]] || 2 stamina per use |
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|- |
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| [[Chameleon]] || 6 || [[Ranger]] or [[Scoundrel]] || 3 stamina per use |
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|- |
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| [[Move in Cover]] || 10 || [[Chameleon]] || 2 stamina per use |
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|- |
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| [[Tracking Proficiency]] || 5 || [[Ranger]] || 3 stamina per use |
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|- |
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| [[Pathfinder]] || 8 || [[Tracking Proficiency]] || 2 stamina per use |
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|- |
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| [[Trapper]] || 6 || [[Ranger]] || 5 stamina per use |
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|- |
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| [[Hunter's Insight]] || 8 || [[Ranger]] and [[Intuition]] || 2 stamina per use |
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|- |
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| [[Hunter's Mark]]* || 12 || [[Hunter's Insight]] || Pinnacle / 5 stamina per use |
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|- |
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| [[Harrier]] || 6 || [[Ranger]] || Stamina Access |
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|- |
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| [[Talon]]* || 12 || [[Harrier]] || Pinnacle / Stamina |
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|} |
|} |
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=== Armour === |
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'''Resistencies''' |
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{| class="wikitable" |
{| class="wikitable" |
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! Skill Name !! Points Cost !! Prerequisites |
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|- |
|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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| [[Immune to Body Effect]] || 6 || [[Iron Body]] |
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|- |
|- |
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| [[ |
| [[Medium Armour]] || 2 || [[Light Armour]] || Permanent |
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|- |
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| [[Immune to Poison]] || 5 || [[Resist Poison]] |
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|} |
|} |
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=== Resistances === |
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'''Note:''' Maximum of 3 immunities |
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'''Light Armour''' |
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{| class="wikitable" |
{| class="wikitable" |
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! Skill Name !! Points Cost !! Prerequisites |
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|- |
|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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| [[Medium Armour]] || 2 || [[Light Armour]] |
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|- |
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| [[Immune to Body Effect|Immune to [Body Effect]]] || 6 || [[Iron Body]] || Permanent |
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|- |
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| [[Immune to Disease|Immune to [Disease]]] || 4 || [[Resist Disease]] || Permanent |
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|- |
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| [[Immune to Poison|Immune to [Poison]]] || 5 || [[Resist Poison]] || Permanent |
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|} |
|} |
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'''Note:''' Any character may have a maximum of 3 immunities in total. |
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==Scout Study Paths== |
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== Scout Study Paths == |
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Much of the study available to scouts is grounded in training in the various skills listed above, and in further improvements in those skills; but characters may find scope for researching different or exceptional applications of those skills. |
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The four scout study paths are not defined by individual skills but by a scout's role or profession. As such, there is some overlap between paths (e.g. both rogues and politicians are skilled liars, and both survivalists and rogues are trained in stealth). When a scout completes a research project that could come under multiple paths, they should discuss with the research referee which path they are advancing. |
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Study paths include the following: |
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Much study as a scout involves improving existing skills (using them more often, overcoming their limitations, extending durations etc.) rather than devising new abilities. There are exceptions: developing an [[Arcane Saboteur]] rite to slip through a ritual circle ward, for instance, or a [[Beast Command]] technique to summon a wild animal. |
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*Stealth |
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*Treachery |
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*Traps and Locks |
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*Beasts |
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*Tracking |
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*Trapper |
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Study paths include the following: |
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===Stealth=== |
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Whether thieves in cities or rangers roving the wilderness, subtle movement is the keyword of the whole scout archetype. Scouts can train to use [[Chameleon]] and [[Move in Cover]] more often, to travel further under cover or to retain concealment when breaking cover. With research, they can extend this subtlety to a supernatural degree, concealing themselves even to magical detection; the true masters of this discipline are said to be able to become shadows, or assume the forms of plants or trees. |
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===Treachery=== |
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As deadly as it is unexpected, the rogueish skill of the sudden blade or cosh (per [[Treacherous Blow]] and its specialisms) can be trained to work more often, to make more efficient use of blade venoms, or to bypass even magical defences. Research can unlock different applications of Dirty Fighting (p. 00) to confuse, blind, distract or paralyse opponents. |
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True masters boast of being able to steal life from their victims, or to kill even creatures that elude death. |
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===Traps and Locks=== |
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Although often overlooked, cracking locks, breaking traps and sabotaging mechanisms can too often be the difference between success and failure. Scouts devoted to this path train to use [[Device Proficiency]] more often or more swiftly, or to overcome exotic or unfamiliar devices. The mysteries of the [[Wardbreaker]] skill take this into the realms of mysticism, bypassing all manner of wards and opening mystical portals. |
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The greatest claim to be able to steal across the border between worlds. |
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=== |
=== Combat Engineer Path === |
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A combat engineer is devoted to shaping the battlefield: breaking defences, setting traps and maintaining and operating terrible siege engines against their foes. Research in this path may include more devious or destructive traps, more swiftly destroying structures, and doing more damage with siege weapons (or disabling them more quickly). Working with a skilled mechanician or invoker, a combat engineer may learn to incorporate flasks of poisons or magical charms in their traps; alongside an [[Arcane Saboteur]] or a leyline magician, they may learn how to break down even magically-reinforced defences and sabotage leylines. |
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Includes research building on the [[Device Proficiency]], [[Sapper]], [[Arcane Saboteur]], [[Siege Weapons]], [[Siege Engineer]] and [[Trapper]] skills. |
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Many rangers are the siblings of all wild things, using [[Beast Empathy]] and [[Beast Command]] to control simple animals. Aside from training to use these skills more often, some can learn to speak the tongues of beasts, or to summon them from the wilderness to serve them. Some, it is whispered, even learn to assume bestial traits themselves, growing claws or thicker hides – perhaps even to transform into beasts altogether. |
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=== |
=== Politician Path === |
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A politician's battlefield is the hearts and minds of others. Research on this path can extend to duplicating the various mind effects, or achieving levels of insight similar to mind-reading. The most talented liars can foil truth potions, magical compulsions, and even attempts via ritual divination to uncover the truth - or to tell a lie so persuasive that it seems to briefly alter reality. |
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Includes research building on the [[Battlefield Insight]], [[Detect Lies]], [[Diplomat's Insight]], [[Subterfuge]], [[Friendly Face]] and [[Silver Tongue]] skills. |
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Beyond the [[Tracking Proficiency]] skill is the potential for further knowledge: to follow even older tracks or gain greater insights into their targets, or to make their prey in their souls so they can follow them even where there are no tracks. Some trackers are said to gain a mystical insight into their environment, communing with the spirits of nature to learn about the movements of others. |
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=== |
=== Rogue Path === |
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Masters of theft and guile, rogues sneak past guards, overcome traps and locks, lie and deceive, and dispatch their foes quickly and efficiently. Research on this path covers greater feats of stealth - masters are said to be able to become beings of shadow - and the ability to lie even under magical compulsion and truth potions. The slyest killers can slaughter even creatures with magical defences; the greatest lockbreakers can slip through wards, open magical portals and disable magical hexes. |
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Includes research building on the [[Chameleon]], [[Move in Cover]], [[Subterfuge]], [[Device Proficiency]], [[Arcane Saboteur]], [[Scrapper]], [[Poison Aptitude]] and [[Maverick]] skills. |
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Whether they set traps to snare animals for meat or hides, or seek to litter battlefields with hazards, trappers are skilled in setting the world against their foes. With research, trappers can improve on existing designs, or design new traps – they cannot duplicate the intricate mechanisms of a mechanician, but with some care they can even incorporate flasks of poison gas or trigger magical charms. |
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=== Woodcraft Path === |
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==Example Scout Characters== |
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The arts of the tracker, the hunter and the trapper fall under this heading. Research on this path covers greater stealth in the wild and deeper insight into reading the world around them; true masters are said to be able to commune with nature spirits and travel between trees like dryads do. The keenest hunters can sense any target's weakness and shrug off their powers, while those most attuned to the beasts can summon animals to serve them, or even assume the powers and features of beasts themselves. |
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Includes research building on the [[Beast Empathy]], [[Beast Command]], [[Tracking Proficiency]], [[Pathfinder]], [[Trapper]], [[Hunter's Insight]], [[Hunter's Mark]], [[Chameleon]], [[Move in Cover]], [[Harrier]] and [[Talon]] skills. |
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'''Assassin''' |
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== Example Scout Characters == |
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Dragging themselves up from the streets in a major city, the assassin became a murderer for hire. They pay only lip service to the faction they travel with – those who can afford their services know how to reach them. They have the skills they need to close in on their prey and strike when least expected, for the most deadly effect. |
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=== Beast Tamer === |
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'''Skills:''' [[Chameleon]] (6), [[Light Armour]] (2), [[Scoundrel]] (5), [[Treacherous Blow]] (6), 1 unspent point |
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Known as the best tamer in their homeland, they have joined the warhost to increase their knowledge of the beasts in the known world. Always eager to learn and meet creatures, they use their skills to further their knowledge. |
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'''Skills:''' [[Ranger]] (5), [[Beast Empathy]] (6), [[Light Armour]] (2), [[Fearlessness]] (4) and 3 [[Extra Stamina]] (3) |
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'''Description:''' No make-up; dark, close-fitting clothes including light leather armour and a cloak, and a short sword and several daggers worn about the body. |
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'''Description:''' A satchel at their side full of research notes and a small hunting knife on their belt. Practical clothes with multiple pockets for bribes and treats as needed. |
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=== Tracker === |
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'''Ranger''' |
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More at home in the woodlands than in camps, their skills have been honed to the point where they can read footprints and easily track their prey. Working in the warhost, they often go on scouting missions to find the enemy and report their movements. |
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'''Skills:''' [[Ranger]] (5), [[Tracking Proficiency]] (5), [[Chameleon]] (6) and [[Foraging]] (4) |
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Born of a tribe of self-appointed guardians of the wilderness, the ranger is a skilled hunter and tracker, able to slip into the trees and disappear. While their duty – and their devotion – is to the forest of their birth, they’re travelling with the warband for a time to see more of the world. |
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'''Description:''' A large green cloak to blend into the woodland, a shortsword and buckler at the belt with a bandolier of tools for their trade. |
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'''Skills:''' [[Chameleon]] (6), [[Light Armour]] (2), [[Projectile Weapons]] (6), [[Ranger]] (5), 1 unspent point |
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=== Assassin === |
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'''Description:''' Pointed ears and a stripe of greenish-white across the eyes; rugged clothing including leather armour and a cloak in greens and browns, with a bow and a quiver of arrows and a light axe. |
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Not much is known about their background but their skills are not questioned. Often dispatched to eliminate targets quickly, they are efficient in what they do and know how to get out of danger if required. Not many will admit to hiring them but those that do get their money's worth. |
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'''Skills:''' [[Scoundrel]] (5), [[Scrapper]] (6), [[Thrown Weapons]] (2), [[Light Armour]] (2) and [[Subterfuge]] (5) |
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'''Description:''' Dark colours with a mask to cover their face and small throwing knives concealed on their person. A shortsword on their back with dark leather vambraces. |
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'''Treasure Hunter''' |
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=== Diplomat === |
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Sent to study history at a college from a young age, the treasure hunter abandoned their studies to work in the field. Ruined temples, fallen castles, dusty tombs – all these are the stock in trade for the treasure hunter, who is a master of locks, traps and unexpected dangers. |
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Sometimes looking out of place in a warhost of warriors and magicians, the diplomat is most at home in front of a crowd or in a room making deals. Making use of their silver tongue and negotiation skills, they are often deployed to converse with the enemy or make trade deals to further the efforts of their Monarch. |
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'''Skills:''' [[ |
'''Skills:''' [[Intuition]] (5), [[Diplomat's Insight]] (6), [[Scholar]] (5) and [[Provenance]] (4) |
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'''Description:''' A brightly coloured cloak and large satchel to carry their writing utensils and coin purse, a small dagger concealed on their belt and a smile to charm even the grumpiest of soldiers. |
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'''Description:''' Fine red stripes across the temples and cheeks; rugged travelling clothes, with a coil of rope and digging tools. |
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Latest revision as of 00:06, 31 March 2026
Some are hunters or keen-eyed trackers, some spies gathering vital intelligence behind enemy lines; some are skilled sappers and siege engineers, or experts at reading people and uncovering secrets. But scouts all have one thing in common: lacking either powerful magic or great might, they must rely on their talents and their wits to prevail.
Most scouting skills align with four broad paths:
- Theft and treachery
- Tracking and woodcraft
- Influencing others
- Battlefield engineering
Many Scouts, of course, dabble with multiple paths.
Advice for Scout Characters
Ranger or Scoundrel skill is essential - if not both - and most learn at least a couple of the skills branching off these two. Any scout will tend to eschew noisy heavy armour, so Body Development is invaluable for staying on your feet. Resist Poison is useful for beastmasters risking venomed bites or for thieves fearing treachery alike, while Iron Body can aid in escape or endurance..
Those seeking an extra edge may dabble in Alchemist for brewing poisons or useful potions, while investigators benefit from Evaluate to assess evidence and objects of interest. Diplomats and spies will find Intuition opens up a wealth of information-gathering skills. One of the greatest assets of any scout is surprise – most scouts will take at least some skills their enemies don't expect, especially magic.
Stamina
Most scout skills draw on a pool of stamina representing reserves of willpower, determination and focus.
Certain general and archetype skills grant stamina points — 5 per day per skill:
- No primary archetype: 15 stamina cap (can benefit from up to 3 skills)
- Scout archetype: 30 stamina cap (can benefit from up to 5 skills)
Once a character has purchased a skill that grants stamina, they can purchase Extra Stamina to increase their stamina up to their archetype cap.
Characters should have a visible means of tracking their stamina points and keep it on their person at all times.
See Stamina for full details, including which skills grant stamina points.
Scout Skills
No character can learn more than one Pinnacle skill (marked with * below).
Combat Engineer
| Skill Name | Points Cost | Prerequisites | Use |
|---|---|---|---|
| Device Proficiency | 5 | Scoundrel | 3 stamina per use |
| Arcane Saboteur | 8 | Device Proficiency and Sense Magic | Stamina |
| Sapper | 5 | Device Proficiency | 3 stamina per use |
| Trapper | 6 | Ranger | 5 stamina per use |
| Siege Weapons | 4 | Projectile Weapons | Permanent |
| Siege Engineer | 6 | Siege Weapons | Permanent |
Politician
| Skill Name | Points Cost | Prerequisites | Use |
|---|---|---|---|
| Battlefield Insight | 5 | Intuition | 3 stamina per use |
| Detect Lies | 6 | Intuition | 2 stamina per use |
| Diplomat's Insight | 6 | Intuition | 2 stamina per use |
| Subterfuge | 5 | Scoundrel | 2 stamina per use |
| Friendly Face | 8 | Diplomat's Insight | 5 stamina per use |
| Silver Tongue* | 8 | Detect Lies | Pinnacle / 10 stamina per use |
Rogue
| Skill Name | Points Cost | Prerequisites | Use |
|---|---|---|---|
| Chameleon | 6 | Ranger or Scoundrel | 3 stamina per use |
| Move in Cover | 10 | Chameleon | 2 stamina per use |
| Device Proficiency | 5 | Scoundrel | 3 stamina per use |
| Arcane Saboteur | 8 | Device Proficiency and Sense Magic | Stamina |
| Subterfuge | 5 | Scoundrel | 2 stamina per use |
| Scrapper | 6 | Scoundrel | Stamina Access |
| Poison Aptitude | 6 | Scrapper | Permanent |
| Maverick* | 12 | Scrapper | Pinnacle / Stamina |
Woodcraft
| Skill Name | Points Cost | Prerequisites | Use |
|---|---|---|---|
| Beast Empathy | 6 | Ranger | 2 stamina per use |
| Beast Command | 8 | Beast Empathy | 2 stamina per use |
| Chameleon | 6 | Ranger or Scoundrel | 3 stamina per use |
| Move in Cover | 10 | Chameleon | 2 stamina per use |
| Tracking Proficiency | 5 | Ranger | 3 stamina per use |
| Pathfinder | 8 | Tracking Proficiency | 2 stamina per use |
| Trapper | 6 | Ranger | 5 stamina per use |
| Hunter's Insight | 8 | Ranger and Intuition | 2 stamina per use |
| Hunter's Mark* | 12 | Hunter's Insight | Pinnacle / 5 stamina per use |
| Harrier | 6 | Ranger | Stamina Access |
| Talon* | 12 | Harrier | Pinnacle / Stamina |
Armour
| Skill Name | Points Cost | Prerequisites | Use |
|---|---|---|---|
| Medium Armour | 2 | Light Armour | Permanent |
Resistances
| Skill Name | Points Cost | Prerequisites | Use |
|---|---|---|---|
| Immune to [Body Effect] | 6 | Iron Body | Permanent |
| Immune to [Disease] | 4 | Resist Disease | Permanent |
| Immune to [Poison] | 5 | Resist Poison | Permanent |
Note: Any character may have a maximum of 3 immunities in total.
Scout Study Paths
The four scout study paths are not defined by individual skills but by a scout's role or profession. As such, there is some overlap between paths (e.g. both rogues and politicians are skilled liars, and both survivalists and rogues are trained in stealth). When a scout completes a research project that could come under multiple paths, they should discuss with the research referee which path they are advancing.
Much study as a scout involves improving existing skills (using them more often, overcoming their limitations, extending durations etc.) rather than devising new abilities. There are exceptions: developing an Arcane Saboteur rite to slip through a ritual circle ward, for instance, or a Beast Command technique to summon a wild animal.
Study paths include the following:
Combat Engineer Path
A combat engineer is devoted to shaping the battlefield: breaking defences, setting traps and maintaining and operating terrible siege engines against their foes. Research in this path may include more devious or destructive traps, more swiftly destroying structures, and doing more damage with siege weapons (or disabling them more quickly). Working with a skilled mechanician or invoker, a combat engineer may learn to incorporate flasks of poisons or magical charms in their traps; alongside an Arcane Saboteur or a leyline magician, they may learn how to break down even magically-reinforced defences and sabotage leylines.
Includes research building on the Device Proficiency, Sapper, Arcane Saboteur, Siege Weapons, Siege Engineer and Trapper skills.
Politician Path
A politician's battlefield is the hearts and minds of others. Research on this path can extend to duplicating the various mind effects, or achieving levels of insight similar to mind-reading. The most talented liars can foil truth potions, magical compulsions, and even attempts via ritual divination to uncover the truth - or to tell a lie so persuasive that it seems to briefly alter reality.
Includes research building on the Battlefield Insight, Detect Lies, Diplomat's Insight, Subterfuge, Friendly Face and Silver Tongue skills.
Rogue Path
Masters of theft and guile, rogues sneak past guards, overcome traps and locks, lie and deceive, and dispatch their foes quickly and efficiently. Research on this path covers greater feats of stealth - masters are said to be able to become beings of shadow - and the ability to lie even under magical compulsion and truth potions. The slyest killers can slaughter even creatures with magical defences; the greatest lockbreakers can slip through wards, open magical portals and disable magical hexes.
Includes research building on the Chameleon, Move in Cover, Subterfuge, Device Proficiency, Arcane Saboteur, Scrapper, Poison Aptitude and Maverick skills.
Woodcraft Path
The arts of the tracker, the hunter and the trapper fall under this heading. Research on this path covers greater stealth in the wild and deeper insight into reading the world around them; true masters are said to be able to commune with nature spirits and travel between trees like dryads do. The keenest hunters can sense any target's weakness and shrug off their powers, while those most attuned to the beasts can summon animals to serve them, or even assume the powers and features of beasts themselves.
Includes research building on the Beast Empathy, Beast Command, Tracking Proficiency, Pathfinder, Trapper, Hunter's Insight, Hunter's Mark, Chameleon, Move in Cover, Harrier and Talon skills.
Example Scout Characters
Beast Tamer
Known as the best tamer in their homeland, they have joined the warhost to increase their knowledge of the beasts in the known world. Always eager to learn and meet creatures, they use their skills to further their knowledge.
Skills: Ranger (5), Beast Empathy (6), Light Armour (2), Fearlessness (4) and 3 Extra Stamina (3)
Description: A satchel at their side full of research notes and a small hunting knife on their belt. Practical clothes with multiple pockets for bribes and treats as needed.
Tracker
More at home in the woodlands than in camps, their skills have been honed to the point where they can read footprints and easily track their prey. Working in the warhost, they often go on scouting missions to find the enemy and report their movements.
Skills: Ranger (5), Tracking Proficiency (5), Chameleon (6) and Foraging (4)
Description: A large green cloak to blend into the woodland, a shortsword and buckler at the belt with a bandolier of tools for their trade.
Assassin
Not much is known about their background but their skills are not questioned. Often dispatched to eliminate targets quickly, they are efficient in what they do and know how to get out of danger if required. Not many will admit to hiring them but those that do get their money's worth.
Skills: Scoundrel (5), Scrapper (6), Thrown Weapons (2), Light Armour (2) and Subterfuge (5)
Description: Dark colours with a mask to cover their face and small throwing knives concealed on their person. A shortsword on their back with dark leather vambraces.
Diplomat
Sometimes looking out of place in a warhost of warriors and magicians, the diplomat is most at home in front of a crowd or in a room making deals. Making use of their silver tongue and negotiation skills, they are often deployed to converse with the enemy or make trade deals to further the efforts of their Monarch.
Skills: Intuition (5), Diplomat's Insight (6), Scholar (5) and Provenance (4)
Description: A brightly coloured cloak and large satchel to carry their writing utensils and coin purse, a small dagger concealed on their belt and a smile to charm even the grumpiest of soldiers.